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Diamond Mind


True quickness lies in the mind, not the body. A student of the Diamond Mind discipline seeks to hone his perceptions and discipline his thoughts so that he can act in slivers of time so narrow that others cannot even perceive them. A corollary of this speed of thought and action is the concept of the mind as the battleground. An enemy defeated in his mind must inevitably 

Associated Icons: The Diamond Mind technique is the closest to psionics, and thus it is no surprise that many of its devotees are connected to psionic academies.

1st You gain a +1 bonus to Will Saves.

5th: After you rally, add your Intelligence modifier to your first melee attack roll.

10th: Add your Intelligence modifier to saving throws against the dazed, confused and stunned conditions.

15th: You can use Diamond Mind Strike maneuvers as opportunity attacks.

1st-Level Maneuvers

  • Crystal Intuition:  — Make mental and perception skill checks in the blink of an eye
  • Perceptive Reflex:  — Reroll a search, spot, or listen check as an immediate action.
  • Moment of Perfect Mind —Use Martial Lore check in place of Will save.
  • Sapphire Nightmare Blade —Opponent flat-footed, +1d6 damage with Concentration check.
  • Stance of Clarity Stance—Gain +2 AC against one foe, –2 against all others.

2nd-Level Maneuvers

  • Diamond Deflection:  — Deflect arrows, and sometimes even rays with the edge of your weapon.
  • Flicker Step:  — Pass through difficult terrain and move without provoking attacks of opportunity.
  • Punishing Stance Stance—Attacks deal +1d6 damage, but you have –2 to AC.
  • Action Before Thought —Use Concentration check in place of Reflex save.
  • Emerald Razor —Turn melee strike into touch attack.

3rd-Level Maneuvers

  • Diamond Cutter:  — Be as an iajutsu master, draw and cut in one single motion.
  • Rapid Step:  — Double your movement speed and run on water.
  • Insightful Strike —Use Concentration check to determine damage.
  • Mind Over Body —Use Concentration check in place of Fortitude save.
  • Pearl of Black Doubt Stance—Gain +2 AC each time foe misses you.

4th-Level Maneuvers

  • Diamond Breaker: — Destroy force effects, and pierce through deflection and force bonuses.
  • One Strike Two Cuts:  — Deal damage for multiple attacks in a single attack.
  • Bounding Assault —Double move and attack.
  • Mind Strike —Attack deals 1d4 Wisdom damage.
  • Ruby Nightmare Blade —Attack deals double damage with successful Concentration 

5th-Level Maneuvers

  • Action Without Motion:  — Move, returning AoOs and gaining Sudden Strike damage.
  • Impure Diamond Strike:  — You are super effective against other initiators, and can throw them out of balance.
  • Perfected Strike:  — Ensure you get a critical hit!
  • Disrupting Blow —Successful attack causes foe to be unable to act for 1 round.
  • Hearing the Air Stance—Gain blindsense 30 ft., +5 bonus on Listen checks.
  • Rapid Counter —Strike opponent who provokes attack from you.

6th-Level Maneuvers

  • Certain Aim: — Gain an effect much like true strike on one attack.
  • Mental Mirror:  — Guard your mind against danger, deflecting mental attacks back to their source.
  • Greater Insightful Strike —Use double Concentration check to determine damage.
  • Moment of Alacrity —Gain +20 bonus on initiative during battle.

7th-Level Maneuvers

  • Persisting Razor:  — The damage from your attack persists, and is very good at disrupting spellcasting.
  • Sonic Sight:  — You can hear even the slightest movement as if it were plainly visible before you.
  • Avalanche of Blades —With each attack that hits, make another attack with increasing penalty.
  • Quicksilver Motion —Use swift action to complete move action.

8th-Level Maneuvers

  • Diamond Light of the Spotless Mind: Stance — Gain a mind blank effect while in this stance.
  • Prepared Prescience:  — Gain a moment of prescience like effect, with the bonus based on concentration.
  • Diamond Defense —Gain save bonus equal to level.
  • Diamond Nightmare Blade —Attack deals quadruple damage with successful Concentration check.
  • Stance of Alacrity Stance—Gain extra counter each round.

9th-Level Maneuvers

  • Quintessent Strike:  — Freeze a victim in time.
  • Time Stands Still —Take full attack action two times.


1st-Level Maneuvers


Crystal IntuitionDiamond Mind
Level: 1
Initiation Action: Swift Action
Range: Personal
Target: Self
Duration: Instantaneous

Time seemed to slow to a crawl as your eyes darted around. There were 3 enemy orcs and 2 enemy worgs. Orcs are sensitive to bright light and are generally stupid. That orc is middle aged and is showing signs of baldness. There are approximately 2.1 million hairs on that orc. The current temperature is 73 degrees. Your angle of attack is 35.7:45.41:39:01. There is an ant on a flower 124 feet away. You can determine...

You accelerate your thinking processes to make a series of logical and perceptive judgements in a flash. As a swift action you may make any purely mental skill check (such as the Knowledge spells or Spellcraft) or Listen, Spot, and Sense Motive. You can make one check or many, though you can only do each skill once per use.

Perceptive ReflexDiamond Mind 
Level: 1
Initiation Action: Immediate Action
Range: Personal
Target: Self
Duration: Instantaneous

You swore you saw something flicker in the corner of your vision. Without even thinking about it, your eyes focused closer, spotting the assassin before he struck!

Whenever you make a search, spot, or listen check, you may choose to reroll it as an immediate action with a +5 insight bonus. You must accept the result of the second roll, even if it is worse than the original.

2nd-Level Maneuvers

Diamond DeflectionDiamond Mind 
Level: 2
Prerequisite: Need one Diamond Mind maneuver
Initiation Action: Immediate Action
Range: Personal
Target: Self
Duration: 1 round

With a flourish of your blade, all 300 arrows were harmlessly deflected around you.

When you initiate this maneuver, you deflect all ranged missile attacks which target you until the end of your next turn as if using the Deflect Arrows feat, though you do not need a free hand. If your initiator level is 10 or higher, you may deflect ray spells as well.

Flicker StepDiamond Mind 
Level: 2
Prerequisite: Need one Diamond Mind maneuver
Initiation Action: Move Action
Range: Personal
Target: Self
Duration: Instantenous

You're only taking small steps, but you rush across the battlefield in a blur. For you it was only a relaxed stroll.

You tiptoe through hazards and around enemies at such speed you seem unaffected by the perils around you. You may move up to your speed, ignoring difficult terrain, and you do not provoke while moving through threatened spaces.

3rd-Level Maneuvers

Diamond CutterDiamond Mind 
Level: 3
Prerequisite: Need one Diamond Mind maneuver
Initiation Action: Standard Action
Range: Melee Attack
Target: One Creature or Object
Duration: Instantenous

There was a soft click, and suddenly his blade was in hand. Was he intending to use it? Suddenly, without a word, the bamboo forest which surrounded him fell to the ground.

You can only use this strike when you are drawing a weapon. As a standard action you draw the weapon and attack, dealing normal weapon damage plus 1d6 damage per level (maximum 10d6 at initiator level 10). This attack ignores damage reduction and hardness, and is often used to showy effect by felling large trees with a single blow.


Rapid StepDiamond Mind 
Level: 3
Prerequisite: Need one Diamond Mind maneuver
Initiation Action: Move Action
Range: Personal
Target: Self
Duration: Instantenous


You blur into a red shimmer as the world slows around you.


Your movement speed doubles for one move action. Your movement is so quick you may run across liquid surfaces, though if you end your movement on liquid, you fall through.

4th-Level Maneuvers

Diamond BreakerDiamond Mind 
Level: 4
Prerequisite: Need one Diamond Mind maneuver
Initiation Action: Standard Action
Range: Melee Attack
Target: One Creature or Object
Duration: Instantenous

They say that a Wall of Force spell is invincible... let's test that theory.

You may use this maneuver to destroy force effects such as forcecage or grasping hand. Make a concentration check. Use the result of your concentration check as a dispel attempt to destroy the force effect, even though many of these spells may otherwise be immune to dispel magic. The DC to meet is 11 + the caster level of the spell.

Alternatively you can use this to make a normal attack against one creature. You ignore AC bonuses granted by deflection and by force effects such as mage armor or bracers of armor.

One Strike Two CutsDiamond Mind 
Level: 4
Prerequisite: Need two Diamond Mind maneuvers
Initiation Action: Standard Action
Range: Melee Attack
Target: One Creature
Duration: Instantenous

There was only one slash against the thief's back as he ran, yet he split into three pieces! How did he do that?

Using the one-strike-two-cuts technique, you manage to slip in more pain to those whose guard is down than most. Whenever you are attacking an opponent who is flatfooted or denied their dexterity, you may attack as a standard action. If your attack hits, you may deal damage as if you had struck twice. When your BAB becomes 6, you may deal damage three times. When your BAB becomes 11, you may deal damage four times. When your BAB becomes 16, you may deal damage five times. If your attack is a critical hit, all the damage is multiplied as if they were individual critical hits. For example, a warblade with BAB 12 and a longsword deals 1d8+5 and criticals, dealing 2d8+10, 2d8+10, 2d8+10, and 2d8+10 damage.

5th-Level Maneuvers

Impure Diamond StrikeDiamond Mind 
Level: 5
Prerequisite: Need one Diamond Mind maneuver
Initiation Action: Standard Action
Range: Melee Attack
Target: One Creature
Duration: Instantenous
Saving Throw: Fortitude partial

He recognized the Dance of the Spider stance. Poor move considering what he was about to pull off.

Make a melee attack. If your opponent has an initiator level, uses maneuvers, or uses maneuver-like abilities you get +2 to your attack and +6d6 damage. Your opponent must make a DC 15 + Int modifier Fortitude save or fall prone and uncentered. A successful save negates the prone and uncentered effects, but not the extra damage.

If the creature does not possess maneuvers or an initiator level, this strike does not get the bonuses to attack, but still takes the damage and only has a save vs prone.

Perfected StrikeDiamond Mind 
Level: 5
Prerequisite: Need two Diamond Mind maneuvers
Initiation Action: Full-Attack Action
Range: Melee Attack
Target: One Creature
Duration: Instantenous

His eyes focused, finding a weak point just under the breastplate. With one fell swoop he struck, and struck hard!

When you use this maneuver you must make an attack roll and a Concentration check. If you hit, and your concentration check matches or is greater than their AC your melee attack is a critical hit. If you fail the attack roll you miss like normal, and if you fail the concentration check you still hit but at -2 to attack (which may make you miss) and your attack is a normal hit.

Special abilities which only activate on a natural 20 do not activate with this ability, but other critical-hit activating properties do.

Action Without MotionDiamond Mind 
Level: 5
Prerequisite: One Diamond Mind Maneuver
Initiation Action: 1 move action
Range: Personal
Target: You
Duration: Instantaneous
Saving Throw: None

During the maneuver, you may move up to your base speed. If a foe makes an attack of opportunity against you for moving through a threatened space, they also provoke an attack of opportunity from you, even if you are not within range of the foe. For every foe that refuses the attack of opportunity for your motion through their threatened space increases your Sudden Strike damage by +1d6 damage. If you do not have any Sudden Strike damage, this maneuver grants you the ability.

6th-Level Maneuvers

Certain AimDiamond Mind 
Level: 6
Prerequisite: Need two Diamond Mind maneuvers
Initiation Action: Swift Action
Range: Personal
Target: Self
Duration: See Text
With great focus, you find the perfect opening in their defense and strike true!

When you initiate this maneuver, you are able to make an attack much like as if you used true strike. Your next single attack roll (if it is made before the end of the next round) gains a +20 insight bonus. Additionally you are not affected by the miss chance that applies to attackers trying to strike a concealed target.

Mental MirrorDiamond Mind 
Level: 6
Prerequisite: Need two Diamond Mind maneuvers
Initiation Action: Immediate Action
Range: Personal
Target: Self
Duration: Instanteous

No you!

If you are affected by a mind-affecting effect with a saving throw, you can activate his maneuver to deflect the danger away. If you succeed on your save against the spell, the effect returns to the caster who must make a save against their own spell. If the spell is a compulsion to follow orders, you may set the orders as if you were the caster.

If you fail the saving throw, the mind-affecting effect is not deflected and you are affected as normal, except the duration of the spell, if any, is halved (minimum 1 round). Casters are aware of this decreased duration.

7th-Level Maneuvers

Persisting RazorDiamond Mind 
Level: 7
Prerequisite: Need two Diamond Mind maneuvers
Initiation Action: Standard Action
Range: Melee Attack
Target: One Creature
Duration: 1 round/level

It was only a quick slash across the arm, but the pain was incredible. The wizard struggled to keep his focus through his casting.

Make a melee attack. In addition to normal damage you deal +15d6 damage, and any attempts at spellcasting at any point in the duration afterword must succeed on a Concentration check DC 10 + the damage done, as if they were damaged during the action of spellcasting. If they fail, they lose their spell as normal.

The damage is instantanous but the spell-disrupting effect lasts for 1 round/level or until the caster makes a successful concentration check to cast a spell. They may also make a DC 15 Heal check as a standard action to tend to their wound, which ends the duration. The spell-disrupting effect is pain based and does not function on creatures immune to to pain (generally constructs and undead).

Sonic SightDiamond Mind 
Level: 7
Prerequisite: Need three Diamond Mind maneuvers
Initiation Action: Swift Action
Range: Personal
Target: Self
Duration: 1 round

I don't need eyes to see.

For 1 round you gain blindsight out to 60 feet, and cannot be flanked.

8th-Level Maneuvers

Diamond Light of the Spotless MindDiamond Mind 
Level: 8
Prerequisite: Need three Diamond Mind maneuvers
Initiation Action: Swift Action
Range: Personal
Target: Self

Your mind is as unbreakable as adamantine.

While in this stance you benefit from a mind blank effect.

Prepared PrescienceDiamond Mind 
Level: 8
Prerequisite: Need three Diamond Mind maneuvers
Initiation Action: Full-Round Action
Range: Personal
Target: Self
Duration: 1 hour/level or until discharged

Just as planned.

As a full-round action you meditate on all manner of possible dangers and the means to overcome them, so that when you encounter them you can focus back to your mental preperation and gain the advantage. Once during the maneuver's duration, you may choose to use its effect. You make a concentration check as a free action, and gain an insight bonus equal to 1/4th your concentration result (maximum equal to your initiator level) on any single attack roll, opposed ability or skill check, saving throw, or AC against a single attack. Activating the effect doesn't take an action; you can even activate it on another character's turn if needed. You must choose to use prepared prescience before you make the roll it is to modify. Once used, the maneuver ends.

You can't have more than one prepared prescience active on you at the same time. Due to supernatural conflicts with the enemies involved, you cannot combine this with moment of prescience and vice versa.

9th-Level Maneuvers

Quintessent StrikeDiamond Mind 
Level: 9
Prerequisite: Need four Diamond Mind maneuvers
Initiation Action: Standard Action
Range: Melee Attack
Target: One Creature
Duration: Instanteous
Saving Throw: Will negates

Your mind begin to outpace time itself, the lost time forming as a thick silver gel on your blade. With a decisive stab you plunged both blade and quintessence into the heart of your enemy.

Make a single melee attack. In addition to normal damage they must make a DC 19 + Int modifier Will save or become frozen in time. In such a state they are invulnerable to damage, but also helpless and unable to move, see, or feel anything. They are effectively paralyzed, though immunity to paralysis is not immunity to this effect. They can remained paralyzed indefinately, and can only be freed with a freedom, limited wish, mage's disjunction, miracle, wish, or entering an antimagic field which suppresses it for as long as they remain in the field.

This maneuver is a supernatural ability.


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